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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Guard
C C P C C P Alliance
1720
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Posted - 2012.02.17 09:28:00 -
[1] - Quote
We are always looking for ways to improve the new player experience in EVE and a new team has been assembled for that purpose. CCP Legion has written up a blog discussing the future of the new player experience and asking for your help!
Check it out right here. CCP Guard | EVE Community Developer |
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Istan Mahwi
Aliastra Gallente Federation
0
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Posted - 2012.02.17 09:33:00 -
[2] - Quote
1st |
ChromeStriker
The Riot Formation
56
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Posted - 2012.02.17 09:39:00 -
[3] - Quote
ok sounds like a decent plan...
the trick is the tutorials are different from when i did them so i cant comment on them any more and of course the people that have done them, and didnt like it arnt here any more.
maybe allow some of us older toons to redo the tutorials. that way we can give feedback - Nulla Curas |
Bienator II
madmen of the skies
591
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Posted - 2012.02.17 09:39:00 -
[4] - Quote
sounds like a plan a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Kane Hart
Sanitized Souls
2
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Posted - 2012.02.17 09:51:00 -
[5] - Quote
My name is Kane Hart in RL and well in game haha. I found EVE Online to be one the most amazing games online. It brings so many amazing memories back from other MMORPG's that were so unique but unfortunately never survived. Things like Neocron and Endless Ages and well Anarchy Online did make it but at a really low population when global impacts were not so global.
I think one the main reasons I quit in the past was a lack of money and being young. Yes we were all young once and this is nothing you can do for eve as its not made for simple hormonal minds or maybe just not mine at the time.
I do have some memories of good times being able to go and farm none stop in high sector space without any risk. This was great because I enjoyed playing as a n00bie int most mmorpg's. I rather not raid I rather farm and I don't mind doing it slowly. Unfortunately one the things I found was the recent suicide gankings are actually tearing the enjoyment out of the game for a couple my friends who recently came back and one of them being fresh and new to the game.
I will say though coming back my self I did all the tutorials again and did the tutorial agents all 5 of them and I really enjoyed them and had a blast with it. Actually lost my ship from not reading the instructions and so did my friend who is new to eve and it sure helps you get your act together and a lot faster that's for sure.
I think overall the new player experience is becoming a bit better and getting better for sure overtime. I do think high sector security is getting worse and tbh players are just one step away from having trillions of isk and just deciding that why make money when you can just gank people 24/7 in safe sectors and causing an all out war and pushing new players and high sector players right out of the game.
This last one I'm sure a few people going to slap me around for and maybe threaten to stab me <3. I love the skill system it's unique but I hate it also. I have more time in my life and coming back with only a hand full of SP since 2003-2004 days and etc is already making me check out the market of character sales. But the thing is they would not be mine and I don't want them period I want my own character to be skilled up. I don't want to pay to skill and this will and may cause my overall destruction in quitting again.
If I had one crazy wish in EVE it would be to some how add a new feature into the game to gain EXP actively but not in a way it can be botted nor in a way that only the best players can get it and screw the rest. But also not to high... Something maybe mix in with Agent missions and etc. We have players with 100-150 million SP and hell I will never get there and tbh this is what pushes me away from eve a bit is because all other MMORPG's allow some kind of grinding to level and this whole passive leveling just makes me scream and cry that I can't do anything but wait and wait and wait.
I will admit I did heavy research in eve emulators back in the day and the good news is they will never exists since its just so complex they just will always fail. But the reason I searched was because I did not want to increase the training time I wanted to modify and add some possible way to gain SP by actively doing something in eve.
I really should CCP invest time not considering this but just seeing if players outside EVE would enjoy more of an active leveling system. We don't want free SP to 2mil or 10mil or anything crazy we just want to be able to feel like were doing something for our leveling gains a bit more.
Sorry if I went on and on none stop I love eve a lot and I have recently come back but the SP thing has always been the hardest thing for me.
I hope pouring out my hear helped in a way.
Thanks, Kane Hart |
Akrasjel Lanate
Black Thorne Corporation Black Thorne Alliance
596
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Posted - 2012.02.17 09:55:00 -
[6] - Quote
Good plan let see how it will be realized |
Revolution Rising
Native Freshfood Minmatar Republic
52
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Posted - 2012.02.17 10:02:00 -
[7] - Quote
Explain the differences between some of the timers and how they work.
GCC as opposed to aggression timers, concord, gate guns etc..
I'd suggest in all probability the largest section of new players would be lost by them wondering into low-sec space "for a bit of fun" lasting around 30 seconds to a minute and them losing everything it took the past X days/weeks to accumulate.
Recently I was camping EC- gate with CFC and we must've popped at least 3-4 noob ships (not necessarily noobships, but noob ships) which contained all the newb skillbooks that they had still not injected and for some reason had in their ships.... very badly fitted ships :\
Obviously just handing them the books isn't really helping. Perhaps if it is a new player quest system then just inject the skills.
We even put one guy on watchlist for the rest of last week and were going to send him money, but... he hasn't been back :\
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Sade Onyx
Brutor Tribe Minmatar Republic
8
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Posted - 2012.02.17 10:06:00 -
[8] - Quote
"We invite you to pour your heart (or guts) out and tell us what you think is good or bad with the current new player experience and what you think could be done about the problems."
Fix the forums first! Think I wanna type for hours and have it wiped? think again. |
Jason Edwards
Internet Tough Guy Spreadsheets Online
33
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Posted - 2012.02.17 10:07:00 -
[9] - Quote
Quote:This Player Experience team will focus on making EVE more accessible to players without dumbing down the game.
Why not dumb down the game? Ex... if you lock overload or dont even have the skill. Dont bother showing the button... Hell why even have the dumbest tiniest button there at all infact? |
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Chribba
Otherworld Enterprises Otherworld Empire
2517
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Posted - 2012.02.17 10:09:00 -
[10] - Quote
This is a hard one, for me, finding out things by myself was what made the game more fun than I feel it is now with a lot of things kinda streamlined for new pilots (which I also understand is needed).
And it isn't making it harder with griefers out to get the new players instantly too lol
But I am excited to see how this pans out.
/c
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Meissa Anunthiel
Redshift Industrial Rooks and Kings
674
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Posted - 2012.02.17 10:09:00 -
[11] - Quote
A lot of players come from non-english speaking backgrounds.
And while they may be able to get by in the game with less than optimal english knowledge once they know how the game functions, explaining the game to them in terms they best understand (ie, in their own language) could significantly decrease the barrier to entry.
Game localization has helped for German and Russian players. If nothing else, the tutorial should be localized for the other significant languages whose speakers are not known for an easy mastery of the english language. Member of CSM 2, 3, 4 and 5. Vice-Chairman of CSM 6 |
Mr Bigwinky
4U Services Inc. 4U Holdings Inc
154
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Posted - 2012.02.17 10:21:00 -
[12] - Quote
Before doing anything I would caution that you don't remove, discourage or negatively effect areas that may or may not make a player leave this game or not enjoy part of it for the following reasoning:
No-one enjoys losing ships
but it is necessary to continue the realistic dynamics this game is well known and enjoyed for.
I also would like to point out that the personality of the community as a whole is comprised mostly of people who have stuck with the game through the wall of a learning curve and an array of harsh lessons.
Due to this, you may wish to consider the effects of adding a certain level of ease to the game, adding the less evolved to the gene pool rarely has a positive effect... Not that I am inferring that is somewhat related to bringing in people that may or may not; lets say... play terrible, easy (albeit colourful), popular MMOs.
As for suggestions that may improve the new player experience. Perhaps add in a suggestion box for things players would like to do / see / use etc. in game, perhaps even as part of the tutorial. Make this box only available for a month or until the player has completed the tutorial / tutorial mission set. Welcome to EVE online, here's your rubix cube, go F*** yourself GÖÑ |
Darth Skorpius
Legion of Darkwind Order of the Void
62
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Posted - 2012.02.17 10:22:00 -
[13] - Quote
When I first started back in 2007 the tutorial was utter rubbish. It was pretty much just the one mission where you kill some rats, mine some ore then go to a station. And I felt back then that the ISK you start with was too little. Although I think new players these days are much better off, getting a couple of frigs and a hauler if you do all of the career tutorials, I still think its something that should be looked into, at the very least to be able to say, yes its fine. I also think that the career tutorials shouldn't be optional, they should be part of learning the game, or at least some of them should be, the advanced combat one is a must, while the exploration one isn't as important. Additionally, better guidance for finding a player corp would help, perhaps re-purpose the recruitment channel in-game for helping new players find a corp, or create a new channel for this purpose, and have strict rules on what is and isn't allowed, IE no scamming. It could perhaps be policed by players who volunteer their time to moderate it, with oversight by devs/gms. Follow my Adventures in New Eden! http://www.skorpiuschronicles.com/
Baa Means Baa! |
Ethino
Ministry of War Amarr Empire
8
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Posted - 2012.02.17 10:24:00 -
[14] - Quote
The way i see things for new players is that they dont like to wait for ages to be able to fly something or do have some FUN doing something if it takes a very long time to get there. I mean for an old player that probably isn't a problem since some of us play for more then 6months + i have a lot of temper when it comes to waiting for something "GOOD" My option on this it would be to speed a the training for the new player and as you accumulate a lot more experience the process should slow down.. that way you give the player something to do in a relative "short" period of time since the trial for this game is like 14days and you cant experience that much in the game when your skills take "AGES" to get you somewhere. And on the communication part with the corporation is a really laughing problem when most of the EvE corporation are made by clowns just to scam new players. I mean for somebody that has alot of time on there hands to grind the isk and other stuff yeah but when they are constantly picking on new player it just makes the experience a lot worse and you loose interest when you have skills that takes A LOT of time and this constant process of "GRINDING and GRINDING" i think in my opinion is a big NO NO. I mean its great that EvE has a lot of eye candy/realistic characters but the newcomer experience is borked as hell. Just my 2 cents on this matter |
Macsadbro
The Reckles Miners of Archenland. Primarch.
1
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Posted - 2012.02.17 10:27:00 -
[15] - Quote
Good changes
Bad changes.
How will the play out.
New players will get to understand the game better (and as such, let 'dumber' people in)
But they're still going to be daunted by how far they have to go.
And yet, that will fascinate some.
How will this impact the game?
Only time will tell. |
Versuvius Marii
Browncoats of Persephone Ironworks Coalition
44
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Posted - 2012.02.17 10:27:00 -
[16] - Quote
YOU USED THE WRONG LEARNING CURVE |
adopt
Enlightened Industries Test Alliance Please Ignore
262
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Posted - 2012.02.17 10:28:00 -
[17] - Quote
There needs to be an MOTD in each of the starting corporations, which states popular questions as Rookie Help tends to be flooded with questions of the same nature. For example, where to find the tutorial agents (for that corporation), possibly the location of the Sisters of EVE Epic Arc. You can also post a link to the New Player Q & A forum which, in my opinion will help guide their way through the game.
Another helpful thing for new players would be to forewarn them on Can Baiters and Griefers and tell them to submit a petition if they are griefed in a newbie system (this can be placed in the MOTD), this may sound over the top, however there are sad individuals who think that destroying a new players experience is ~elitepvp~, although it is against the EULA.
CCP should get some of the people who wrote guides for TEST and Goons for their newbros (GÖÑ newbros), they are very well written and are, in my opinion more helpful (even if they are walls of texts) compared to the CCP guides (no offence) which tend to be helpful, but only dip their toes in the water. As TEST and Goons rely solely on their new membership that they are detailed on basic things such as training and ship fittings. Shadoo > Always remember to fit Cynosural Field Generator I, have 450 Liquid Ozone in your cargo and convo a friendly Pandemic Legion member if you have a capital or super capital ship tackled. |
Ethino
Ministry of War Amarr Empire
8
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Posted - 2012.02.17 10:29:00 -
[18] - Quote
Darth Skorpius wrote:When I first started back in 2007 the tutorial was utter rubbish. It was pretty much just the one mission where you kill some rats, mine some ore then go to a station. And I felt back then that the ISK you start with was too little. Although I think new players these days are much better off, getting a couple of frigs and a hauler if you do all of the career tutorials, I still think its something that should be looked into, at the very least to be able to say, yes its fine. I also think that the career tutorials shouldn't be optional, they should be part of learning the game, or at least some of them should be, the advanced combat one is a must, while the exploration one isn't as important. Additionally, better guidance for finding a player corp would help, perhaps re-purpose the recruitment channel in-game for helping new players find a corp, or create a new channel for this purpose, and have strict rules on what is and isn't allowed, IE no scamming. It could perhaps be policed by players who volunteer their time to moderate it, with oversight by devs/gms.
Or you can have a option when you first start the game or after a few days to have suggestion like "Would you like to join a learning corp?" and give some suggestion of well trusted corps like E-UNI that really help players rather then scamming them and leaving a really bad impression about the game overall. |
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CCP Legion
46
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Posted - 2012.02.17 10:33:00 -
[19] - Quote
ChromeStriker wrote:maybe allow some of us older toons to redo the tutorials. that way we can give feedback
If you have no free character slots, you can always sign up for a trial and run through the tutorial :)
Kane Hart wrote: I hope pouring out my hear helped in a way.
I did ask you to pour your hearts out...
Sade Onyx wrote: Fix the forums first! Think I wanna type for hours and have it wiped? think again.
... and guts :)
Jason Edwards wrote:Quote:This Player Experience team will focus on making EVE more accessible to players without dumbing down the game. Why not dumb down the game? Ex... if you lock overload or dont even have the skill. Dont bother showing the button... Hell why even have the dumbest tiniest button there at all infact?
By dumb down I meant more things like 'No PvP in Empire' or 'Compressing all Engineering skills to single megaskill of engineering'. Polishing and removing useless extra steps is something a lot of teams are looking at.
CCP Legion | Team Player Experience | Research & QA hybrid |
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Pinky Denmark
The Cursed Navy Important Internet Spaceship League
87
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Posted - 2012.02.17 10:34:00 -
[20] - Quote
I'm going to lose interest if CCP Tallest doesn't start interacting with the players giving him feed back on balance issues...
Apart from that I like this. In my opinion I think the new guys are blown away with the immense scale of Eve, however in empire the griefers and other experienced players have it way too safe with super EHP T3 ships, short timers to dock/jump after agression and being able to utilize on neutral boosting... I believe it's important for CCP to focus way more on the frigates, crusiers and tier 1 battlecruisers making them all more usefull. The players running around with 1b isk T3 ships have it way too easy in hi-sec and sometimes lowsec.
Best of luck with the program |
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Alara IonStorm
1601
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Posted - 2012.02.17 10:36:00 -
[21] - Quote
Fitting Guides: One of the biggest problems is ship fitting. You look at how Newbies fit their Ship you can see that they will have an uphill battle to complete the simplest Missions that would give them little trouble otherwise. Their are so many Modules in this game that should not go on their Starter fits, more importantly mods like 50mm Armor or small shield extenders that have little use crammed on their lol fits that will get them killed before they realize not to touch them again. Things like direction in tanking are important to learn from the start but their is no road map shown unless they look for one.
Frigates and Cruisers: The CSM Minutes said you are looking to buff them and this is a good thing especially in the areas of fitting and utility. Noobs have few Core skills and Ships like Battlecruisers are very forgiving of this in fitting and Capacitor and outside the new players price range for a couple of weeks and outside their casual price range for 1-3 Months. Smaller Ships getting a similar level of Utility will go along way. Destroyers are a good example of this.
Core Skills and Modules: Giving them a few Core Skills off the start is not a bad thing. A few thousand SP in the right place that they don't know to train would make a world of difference. Also lowering some base T1 Mod Requirements to be usable from the get go doesn't hurt.
Starter ISK: A bit of Cash in the hands of a New Player won't hurt them to stay in the game. Say 100-500k is a good start and maybe a 25-40ish % buff in the Tiny Ships like Frigates and Destroyer Bounty won't effect EVE at large but will boost young EVE Players earning power. A lot of new Players take t the belts to rat and the occasional Cruiser in 0.6 and a little more common then that in 0.5 with a rare Battlecruiser once and a while.
T1 Mining Barges: They are Gank Magnates to a Solo Dessie and even Belt Rats in a new Players hands. Give them a bit more buffer, fitting, cap and 2-3 extra Mids is a good start. Take the Mining Bonus Cruisers away from Cal / Min and focus them on Logi Stuff. Then Free up the Procurer by lowering skill requirements and giving it a 25m3 Drone Bay. That and the earlier buffs should help a Newbie survive Belt Rats and fit the ship.
Drones: I would say give them 5 off the starting gate. These things are a big deal for their first Mission Cruiser and with all the core skills you have set out it takes a while to train them up. Make the Drones Skill a 10% Damage thing and cut their base stats by that much.
Small / Medium Meta Mods: Meta 4 Battleship Guns range from a little less to a little more then T2 Mods. Meta 3-4 Medium Guns can cost up to ten million. This is outside the new players reach as is Battleship Guns. By the time they can fit T2 Guns they should have just enough money to fit Meta 4 Small / Medium Guns on their Ship. A drop rate increase to lower the price of some of the more expensive Guns would not hurt.
Basically give liberal boosts to the bottom of the pyramid and fight lol fits by giving players an early understanding of Basic Ship fitting. |
Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
30
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Posted - 2012.02.17 10:36:00 -
[22] - Quote
make sure noobies can't be abused on their first days. scamming and griefing are parts of eve many enjoy, but there should be a protection for those who just entered the game, as they have way more chance to ragequit than others if it happen to them while they don't have much attachment to the game.
one of my first experience on eve, like 1hour after beginning, was being can flipped and killed. not knowing what would happen on my first death (maybe i'll lose my skills ? and i don't have money to buy a new ship, how will a buy a new rookie ship ?), and not knowing how this guy on his biiiiiig ship could kill me (hell maybe i'll be killed 10 times a day without reason ?) made me wonder if this game was a good idea.
they need to understand the dangers of others players, what they risk, what will happen if **** happen, and what they can do to avoid these basic things.
and be sure they don't like having lots of things to read, and most of them won't read it if you give them like this. give them some missions where they can experience this.
also maybe allowing rookies ships to be upgraded for free (spawning with more slots, and more mods), for characters less than 30days old, and only usable on high sec, could be an idea. |
Kenpachi Viktor
Gradient Electus Matari
150
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Posted - 2012.02.17 10:37:00 -
[23] - Quote
Now that CCP Dropbear is on this team, what is going to happen with the Arek'Jaalan project? A High Sec Manifesto |
Kelduum Revaan
EVE University Ivy League
1594
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Posted - 2012.02.17 10:37:00 -
[24] - Quote
Ok, this could be a VERY long post, but I'll just make a few points:
1. Get someone who has played other MMOs/PC Games, but never played EVE, to sit down and run the existing tutorials. Record them doing so. Get them to ask questions. Use *that* feedback to improve it. 2. Watch Seamus Donohue's walkthroughs of the tutorials (http://www.youtube.com/playlist?list=PL0EE0C7886BC0541C) and make notes of the extra stuff he is explaining. Improve the tutorials so they cover that. 3. Add (if at all possible) a tutorial where someone is sent on a suicide mission to losec, complete with a free fitted ship to do it in. They die, then great, and explain why that isn't the end. They don't, then congratulate them. 4. Once they have finished the basic tutorials and the career funnel agents, give them a high list of the stuff they can do in EVE. Point out that the list isn't *everything*. 5. Add a tutorial or *something* to very strongly suggest players at least apply to a player-corp. Give them some tips on how to find one which matches what they may want to do in EVE. Kelduum Revaan CEO, EVE University
Candidate,-áCSM7 |
Kenpachi Viktor
Gradient Electus Matari
150
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Posted - 2012.02.17 10:44:00 -
[25] - Quote
Please buff the starter/noob ship so it can do level 1 missions. Boring as they are, they still beat solo mining when you've lost all your ships A High Sec Manifesto |
Malande
Terra Incorporation
3
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Posted - 2012.02.17 10:57:00 -
[26] - Quote
Less telling more showing,
An advanced tutorial on aggression mechanics / pvp might not be a bad idea. Rather than hoping people to read up about aggression mechanics, introduce it to them in mission form, hell you could even throw in some faux pvp to show how the session timer stops you from jumping, or how a flipped can will flag you, might even be worth writing in a concordokken moment to introduce people to the hi-sec police xD.
Also maybe a pvp tutorial, your given a fitted frigate, sent into lowsec and told not to come back until you've been podded :), you could even have a quick guide book popup to read on your way to lowsec, that or Aura could natter at you for abit :)
http://ineptcontent.co.uk |
Tex Bloodhunter
Konstrukteure der Zukunft The Initiative.
0
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Posted - 2012.02.17 11:08:00 -
[27] - Quote
The user interface is very complex. In order to play the game new players have to learn quite a few things at once. While some basics need to be covered there is more advanced knowledge that should be added on later on when the player asks for it. Obviously the player needs to be aware of the option to learn more about a certain aspect. For example, the overview is a big deal and while you can start off with the very basics a new player should be made aware that there is more to discover.
I am thinking that dropping on overlay full of wall of text is not the way to go. Nobody likes to read a manual before playing a game. It's supposed to be fun. Maybe instead add a colored tutorial icon next to minimize buttons. That way the user can see that there is tutorial content available. When he has the time he might click it (for example while flying autopilot in a courier mission). Then some kind of interactive tutorial should start. Independent of system currently in - more like arrows pointing at buttons on a transparent overlay layer while they are explained with voice over. So yeah ... IMO the wall of text aurora box is not the best solution in order to keep players interested. |
Sirius Cassiopeiae
Perkone Caldari State
60
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Posted - 2012.02.17 11:15:00 -
[28] - Quote
Please CCP. Make NEW UI. one that will not look like **** and make EVE obsolete. one that will make EVE feel like game and not office work. one that will help new players and old players to enjoy playing EVE.
On last year FanFest you shown us ideas for new UI. Whats with that???
You update game graphic on standard of 2012. and UI is left in 1990s. Sorry, but, UI is just horrible in all aspects. |
Halycon Gamma
The Flying Tigers
1
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Posted - 2012.02.17 11:24:00 -
[29] - Quote
There are a lot of things wrong with EvE from a new player perspective. Even once you pass the tutorial stage.
Missions are the worst thing ever, they give new players a false sense of security. The new player has been around a couple months, has a battlecruiser or whatever, is able to do some lvl4's solo, he thinks he's pretty awesome. Walks into a pvp fight thinking he knows his ship and the mechanics behind how to play it only to hit with a bait and switch. The entire way the game has taught him to play it is wrong. That is a pretty serious blow to morale.
As for the tutorial itself. I recently played through it in January on a brand new character. Better than I had at the end of '06... but also falls far short. The problem is, it teaches you the absolute worst parts of EvE.
The military agents teaches you how to run misions, which as I've already pointed out, suck.
The advanced military agent doesn't teach you PVP,, nor does it teach you wormholes, or incursions(which all pve content should be switched over to some form of, and completely bin the current system except where it can be adapted over or used to enhance.). Instead it teaches you more about missions.
The industrial agent teaches you how to build things, but it doesn't teach you how to acquire materials or how to figure out the margins on the blueprint it gave you. The parts that are vitally important to having any sort of career in EvE dealing with industry. BTW, those tools need help. It can take an hour or more to add up the cost of a single BPO to figure out what is worth building yourself and what is worth buying off the market. Wouldn't just help new players, but ALL players.
The scanning agent does way too much telling and not nearly enough showing. "Go to this type of site for this, that for that.". Then a simple warp in, grab a generic turn in item, and leave. It doesn't actually show you what a data chip is, or how to use them. It just says players use them for invention.
Which brings us to R&D, it doesn't explain R&D and Invention at all, except for very minor mentions.
Mining, the less said about it the better. It does a passable job with mining.
Then we hit what I see as the real problem. Ships, Fittings, and Tactics.
The normal doctrine on a basic level for combat goes like this:
Tacklers point the Bad Guys. DPS pounds the Bad Guys. Logi reps the Good Guys. and EWAR makes everyone rage quit.
A newbie sees those four sentences and should be completely and utterly lost.
What is a tackler? What are desirable characteristics for a tackler? What sort of ship should they fly? Is there a general rule of thumb on fitting a tackle ship? Are there any basic things they should do that aren't readily apparent to make their lives easier?
What is DPS? Wait, there are 3 kinds? Short range, long range, and missiles each with their own trade offs? Why would I want to bring one over the other? Resistance hole what? What sort of ship is best at each? Is there a general rule of thumb for fitting? Tank/Gank??? Are there any basic tricks that make my life easier?
Logistics?
EWAR? They what? That's a **** thing to do...
I'm not saying there should be an all inclusive tutorial to combat. But EvE is a combat game. CCP sells it as a combat game. But it is completely disingenuous to newbies that you can finish the tutorial and have no idea of the very basics of combat mechanics. Worse yet, currently the tutorial leads newbies to believe combat works within the framework presented inside itself, when it most definitely doesn't. Everyone wants more ships to PEW? Well actually explain PVP to newbies instead of throwing them of the deep end without a single idea of how it really works. As it currently stands, the game is one big griefer tossing helpless newbs to chainsaw wielding narcissists and then laughing at them when everything taught to them purposely doesn't work because its setup for a different set of rules, and no one has explained the new rules to them. |
Seatox
Department of Defence Fatal Ascension
5
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Posted - 2012.02.17 11:29:00 -
[30] - Quote
Some more low level Epic Arcs would be nice.
A "go forth, young pilot, in this free PVP fit frigate and get killed by another capsuleer in lowsec or nullsec" tutorial mission would be nice - get the new player used to dying and updating their clone (not that they have to until they get 900k sp, but it'll help get them used to waking up in a station - it can be confusing the first time it happens), get them used to the idea of system security status, the varied rules of engagement, and show them how to use the starmap to find paths into and out of low/null.
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